Indentured Oaf
Most damage prevention shields a creature from harm; this one disarms the creature itself, and only against a single color. That inversion is what pays for an above-rate body. The 4/3 swings at full freight into white, blue, black, and green, but the moment a red creature stands across the combat step it deals zero damage there: it cannot trade up, cannot trade at all, and bounces off the very thing it most wants to fight. The penalty is not a tax you pay every turn but a switch the opponent flips by virtue of their own deck. Against a board with no red creatures the strings never tighten, and you have a clean four-power beater for four mana. Against a red deck the ogre still has three toughness, so it survives blocks from smaller attackers and trades its life for nothing in return, but it can never punch through their threats. It is a riff on the old indentured-creature template, where the body is generous and the conditions are the price; recast here as a combat restriction rather than an upkeep cost or a sacrifice trigger. The result reads fair and plays nearly free in any game where red never resolves a creature, and turns leaky the instant one does: the rate is honest only against four of the five colors, and red is the one that turns the deal sour.
